Fix issues with CPUParticles and related conversion from Particles. Closes #20126

This commit is contained in:
Juan Linietsky 2018-07-23 12:28:15 -03:00
parent 0e8f2c81cc
commit ec85fd554b
6 changed files with 29 additions and 4 deletions

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@ -40,7 +40,6 @@ bool ParticlesEditorBase::_generate(PoolVector<Vector3> &points, PoolVector<Vect
float area_accum = 0; float area_accum = 0;
Map<float, int> triangle_area_map; Map<float, int> triangle_area_map;
print_line("geometry size: " + itos(geometry.size()));
for (int i = 0; i < geometry.size(); i++) { for (int i = 0; i < geometry.size(); i++) {
@ -300,6 +299,10 @@ void ParticlesEditor::_menu_option(int p_option) {
CPUParticles *cpu_particles = memnew(CPUParticles); CPUParticles *cpu_particles = memnew(CPUParticles);
cpu_particles->convert_from_particles(node); cpu_particles->convert_from_particles(node);
cpu_particles->set_name(node->get_name());
cpu_particles->set_transform(node->get_transform());
cpu_particles->set_visible(node->is_visible());
cpu_particles->set_pause_mode(node->get_pause_mode());
undo_redo->create_action("Replace Particles by CPUParticles"); undo_redo->create_action("Replace Particles by CPUParticles");
undo_redo->add_do_method(node, "replace_by", cpu_particles); undo_redo->add_do_method(node, "replace_by", cpu_particles);

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@ -25,6 +25,8 @@ void CPUParticles::set_emitting(bool p_emitting) {
update_mutex->lock(); update_mutex->lock();
#endif #endif
VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread"); VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, true);
#ifndef NO_THREADS #ifndef NO_THREADS
update_mutex->unlock(); update_mutex->unlock();
#endif #endif
@ -446,6 +448,8 @@ float rand_from_seed_m1_p1(uint32_t &seed) {
void CPUParticles::_particles_process(float p_delta) { void CPUParticles::_particles_process(float p_delta) {
p_delta *= speed_scale;
int pcount = particles.size(); int pcount = particles.size();
PoolVector<Particle>::Write w = particles.write(); PoolVector<Particle>::Write w = particles.write();
@ -475,7 +479,7 @@ void CPUParticles::_particles_process(float p_delta) {
if (!emitting && !p.active) if (!emitting && !p.active)
continue; continue;
float restart_time = float(i) / float(pcount); float restart_time = (float(i) / float(pcount)) * lifetime;
float local_delta = p_delta; float local_delta = p_delta;
if (randomness_ratio > 0.0) { if (randomness_ratio > 0.0) {
@ -643,7 +647,7 @@ void CPUParticles::_particles_process(float p_delta) {
uint32_t alt_seed = p.seed; uint32_t alt_seed = p.seed;
p.time += local_delta; p.time += local_delta;
p.custom[1] += p.time / lifetime; p.custom[1] = p.time / lifetime;
float tex_linear_velocity = 0.0; float tex_linear_velocity = 0.0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) { if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
@ -979,6 +983,7 @@ void CPUParticles::_notification(int p_what) {
update_mutex->lock(); update_mutex->lock();
#endif #endif
VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread"); VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, true);
#ifndef NO_THREADS #ifndef NO_THREADS
update_mutex->unlock(); update_mutex->unlock();
#endif #endif
@ -992,6 +997,7 @@ void CPUParticles::_notification(int p_what) {
update_mutex->lock(); update_mutex->lock();
#endif #endif
VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread"); VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, false);
#ifndef NO_THREADS #ifndef NO_THREADS
update_mutex->unlock(); update_mutex->unlock();
#endif #endif
@ -1018,6 +1024,8 @@ void CPUParticles::_notification(int p_what) {
update_mutex->lock(); update_mutex->lock();
#endif #endif
VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread"); VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, false);
#ifndef NO_THREADS #ifndef NO_THREADS
update_mutex->unlock(); update_mutex->unlock();
#endif #endif

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@ -104,10 +104,12 @@ public:
VS::ShadowCastingSetting cast_shadows; VS::ShadowCastingSetting cast_shadows;
//fit in 32 bits
bool mirror : 8; bool mirror : 8;
bool receive_shadows : 8; bool receive_shadows : 8;
bool visible : 8; bool visible : 8;
bool baked_light : 8; //this flag is only to know if it actually did use baked light bool baked_light : 4; //this flag is only to know if it actually did use baked light
bool redraw_if_visible : 4;
float depth; //used for sorting float depth; //used for sorting
@ -131,6 +133,7 @@ public:
depth_layer = 0; depth_layer = 0;
layer_mask = 1; layer_mask = 1;
baked_light = false; baked_light = false;
redraw_if_visible = false;
lightmap_capture = NULL; lightmap_capture = NULL;
} }
}; };

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@ -820,6 +820,11 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF
instance->baked_light = p_enabled; instance->baked_light = p_enabled;
} break; } break;
case VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE: {
instance->redraw_if_visible = p_enabled;
} break;
} }
} }
void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) { void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
@ -1873,6 +1878,10 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data); InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
if (ins->redraw_if_visible) {
VisualServerRaster::redraw_request();
}
if (ins->base_type == VS::INSTANCE_PARTICLES) { if (ins->base_type == VS::INSTANCE_PARTICLES) {
//particles visible? process them //particles visible? process them
VSG::storage->particles_request_process(ins->base); VSG::storage->particles_request_process(ins->base);

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@ -2066,6 +2066,7 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK); BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT); BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX); BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);

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@ -805,6 +805,7 @@ public:
enum InstanceFlags { enum InstanceFlags {
INSTANCE_FLAG_USE_BAKED_LIGHT, INSTANCE_FLAG_USE_BAKED_LIGHT,
INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE,
INSTANCE_FLAG_MAX INSTANCE_FLAG_MAX
}; };